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Creating Games: A GameContext Approach GCA

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Title: Creating Games: A GameContext Approach GCA


1
Creating GamesA Game-Context Approach (GCA)
  • Peter Baggetta

2
Tell me, I forget.Show me, I understand.Involve
me, I remember.
  • Game-Context Approach (GCA)
  • - Teaching Games for Understanding (TGfU) - UK
  • - Tactical-Decision Learning Model - France
  • - Game Sense Australia/NZ
  • - Tactical Approach to Teaching Games US
  • Constructivist Learning-Centered Approach

3
Constructivist Approach
  • Active
  • Experiential
  • Interactive
  • Build/Construct
  • Prior Knowledge
  • Restructuring
  • Socially Constructed

4
GCA Model
  • Games Design
  • Role of the Coach
  • Key Elements Game Form
  • Game Appreciation Tactical Awareness
  • Decision-Making

5
Game Form - Representation
  • Full Game
  • Modified Games
  • Developmental Level

6
Game Appreciation - Exaggeration
  • Role of Rules
  • Tactical Problem
  • Shape
  • Constraints
  • How to Win
  • Action Rules/Skills

7
Tactical Awareness
  • Principles of Play
  • Problem-solving
  • Action Rules
  • Situated
  • Recognition

8
Decision Making
  • Players learn to make good decisions by
  • practicing the elements of DM
  • What to Do?
  • Selective attention Recognize relevant
    actions/cues
  • Anticipate responses by opponents
  • Predict possible outcomes
  • How to Do It?
  • Selection of an appropriate response/skill
    critical

9
Development of the Game
  • Start with the tactical problem/concept
    (Principle of Play) you want the players to
    solve/understand
  • Then ask
  • What decisions/movements/strategies (Action
    Rules) do the players need to make/understand to
    successfully solve the problem/understand the
    concept?
  • What skills must the players perform in order to
    successfully execute the Action Rules?
  • Keep it simple focus on one to two Action Rules
    and two to three skills

10
Game Conditions
  • Once you have answered the questions then develop
    the game
  • Rules and Routines
  • How many players per team?
  • Space of the playing area?
  • Modified equipment?
  • Scoring?
  • Restart/Change of Possession?
  • Defense?
  • Appropriate sport behavior

11
Game Performance Construction
  • Problem
  • Results of Actions
  • Reflect on Performance
  • Search for Better Possible Solutions

12
GCA Design
PROBLEM
GAME
TACTICAL COMPLEXITY
OBSERVE ANALYSIS
TIS
REFLECTION
If Needed
13
Technical Improvement Sessions (TIS)
  • When should we introduce technique/work on
    skills?

14
Rugby
  • Rugby belongs to a category of team games called
    Territorial, Invasion or Go To-Go Thru Games
  • Other games in this category include
  • Basketball
  • Field/Ice Hockey
  • Football
  • Lacrosse
  • Soccer
  • Team Handball
  • Water Polo
  • Ultimate Frisbee

15
Characteristics of Team Games
  • Rapport of Strength
  • Individual and Collective Strategies
  • Motor Skills

16
Main Intention of Game
  • Q. What is the main intention of all
    Territorial/Invasion/Go To Go Thru Games?

17
Principles of Play
  • Q. What are three core principles needed in
    order to score? - to prevent a score?
  • Should be common to all
  • invasion/territorial/go to-go thru
  • games

18
Action Rules(Decisions/Movements/Strategies)
  • In your groups come up with
  • two possible Action Rules for an Attack
    (Scoring) Principle
  • AND
  • two possible Action Rules for a Defense
    (Preventing Scoring) Principle

19
Skills
  • In your groups come up with
  • two skills needed to successfully execute the
    Action Rules for an Attack (Scoring) Principle
  • AND
  • two skills needed to successfully execute the
    Action Rules for a Defense (Preventing Scoring)
    Principle

20
Game Conditions
  • In your groups come up with the Game Conditions
    for a game for the either the Attack Principle or
    the Defense Principle
  • Game should help players create
    understanding/solve the problem of the targeted
    Principle of Play (Tactical Problem/Concept)
  • Game conditions should manipulate/exaggerate the
    game so that players have to apply the Action
    Rules

21
Order Out of Chaos
  • Role of the coach is help players construct their
    understanding of how to optimally manage disorder
    by getting players to solve problems related to
    the characteristics and configurations of the
    game by themselves
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